#and its the last achievement i need to get to 100% complete the game
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Happy Anniversary, Angels with Scaly Wings! (+ Sequel Development Update)
Another year has gone by as today marks Angels with Scaly Wing's 8th birthday. Wow! It's hard to believe it's been this long. When I was initially planning the sequel (around 2017 if I remember correctly), I knew that the game with its increased scope and planned improvements compared to AwSW would take a long time to complete. It was then that I decided to create the webcomic Angels with Broken Hearts to both bridge the gap and give greater context to the setting and characters - which will be very relevant in the sequel. Of course, AwBH then turned out bigger than I initially expected as well, which I suppose is only fitting as it continues to tell new stories about the AwSW characters while I diligently continue working on the sequel. With over 300 pages already released, we may end up with over 400 in total when it's all said and done.
For the last few years I believed the end of development for the sequel to be in sight, and we have never been closer to that than we are now. However, after missing the previously announced 2023 release date I am hesitant to make any announcements I may not be able to keep. As such, only expect one when we are very close to release and I'm sure we'll make it this time - even though I do already have a date in mind I'm aiming for. But while development has certainly taken its time, for me it is finally starting to feel like we're getting there. Why am I saying that? Because in our current build, the first playthrough of the game (seeing the first ending) is already fully playable, including the possible endings and all main character routes. Why is this such a huge milestone? Because the first playthrough alone will take the average player longer to play than getting 100% in AwSW (with all achievements and endings). As such, it should be no surprise that the script of this build is already significantly larger than that of AwSW in its entirety. So, what is the current state of development? What have we achieved so far, and what is still missing? Let's break it down: - Planning / Game design is 100% done. This includes the plan for the overarching story, mechanics, mini-games, characters, main and secondary character routes, all endings, etc. - Character designs are about 95% done. - Backgrounds are about 90% done. - Music is about 90% done. - We have finished sprites for 30 story-relevant characters so far.
The sprites for about a handful of these characters are still missing (which makes a total of ~35 characters with story relevance in the game), and after that we only have to add an extra sprite to a character here and there based on other aspects of the game (such as what happens in certain endings and playthroughs beyond the first). AwSW had sprites for 21 different characters (with story relevance) + 8 one-off characters (cameos which only had a very small role in the game). The sequel will have many one-off characters as well, though they are handled differently this time. The current build has about ~30 of these so far.
- Programming/writing is about 80% done. I still need to write and implement everything that is not available during the first playthrough based on my extensive notes for what we have planned for this. This includes secondary character routes, certain endings and things that can change throughout the game based on prior playthroughs. While nothing to scoff at, this is dwarfed by the content that's already in our current build. - CG Illustrations: ? These are pictures that are usually only seen once during a playthrough, such as when meeting a character for the first time (like Adine in the rain in AwSW) or as part of the story. We haven't made quite as much progress with these yet as with the other areas, mostly because many CG illustrations are dependent on certain other things in the game being finalized first. But with the previous milestone being met, making more of these illustrations is a focus for us now. The good thing is there is really no upper limit to how many of these we can include. Most likely, we will just keep making more until it's time to release this game. With all the progress in mind, I feel like I can finally start to share a lot more about the game in the coming months. For example, I already have a gameplay clip in mind I want to release soon. Of course, I know people still have a lot of questions about the game. I believe these are answered best by experiencing the answer, rather than just being told. To that end, I am also considering to release a demo for the game that would feature the entirety of the game's first chapter. With over 70.000 words, the script for chapter 1 alone is already the size of a novel. Preparing something like this might only be possible once we are close to release, though. Perhaps another option could be to release a smaller chunk or two of chapter 1 as their own demos. What do you think? In the meantime, I'll try thinking of more fun and interesting ways I can share more about this game.
#awsw2#update#anniversary#blog#awsw#angels with scaly wings#indie games#game dev#game dev blog#visual novel#dragons#dragon dating simulator#otome game#dating sim#sci-fi#dragon dating sim
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Desk Space Paintings (WIP)
If youâre not interested in hearing me ramble on, skip to the bottom for the important stuff.

Itâs been quite a while since the last time I posted any art, so I decided to share a work-in-progress photo of my current major project. Since around the end of May of last year, Iâve been gradually chipping away at this: a collection of three canvas painting that are set up to decorate the space behind my computer desk. The two smaller ones on the left are 16âx12â, and the one on the right is a sizeable 18âx24â (ie 2ft tall).
Around the time that I started work on them, I had discovered TwoKinds and its creator Tom through some YouTube videos in my home feed. I really like the character designs and the comicâs (modern) artstyle, and was inspired to make the paintings based off of Flora (top) and Kathrin (bottom). I crossed this idea over with wanting to create something based on Elden Ring, a game which at the time I was extremely eager to play and have recently finished up to the DLC. I decided, with the little information that I knew about the two then, to draw Flora as Melina and Kathrin as Ranni the Witch, since they were the ones that stood out to me most. (I ended up doing my first playthrough of ER as a mage, so I figured going for Age of the Stars was thematically appropriate.) The other large canvas is dedicated to the other game that has been at the top of my wishlist for over 6 years at this point, which is Hollow Knight: Silksong. Itâs a full, environmental recreation of the Moss Grotto, the first area of the game, and if you look closely you should be able to see Hornet in the middle of the sketch. Iâve been extra eager to work on and complete this one now that we seem to have definitive confirmation of a release date in 2025, so if you would like to see that one painted first, let me know. I have been thinking about working on it first.
These have been a long time coming, and it took way, way longer than it realistically shouldâve. One of my current goals is to get more consistent with my art and shoot for doing art on a daily basis and/or setting and achieving a minimum amount of time each week to work on things. This is my passion and what I want to eventually turn into a career in the future, and showing up every day is the first and most crucial step that Iâm still struggling with. On top of that, Iâm also stuck with the problem of not knowing when itâs time to wrap things up and move on. As someone that has been a chronic perfectionist in the past, and has been looking to break away from it, I still have the habit of identifying myself too much with a piece and feeling as though my sense of worth is riding entirely on a single drawing or painting.
I keep track of the time I spend working on stuff, both for personal reasons and as a means of gauging my progress, so when I tell you that these three canvases have already taken a combined 2 days of work - just over 48 total hours - just to reach this stage, it becomes evident to me just how much time I waste during that process. As I heard it said once before, a few years back when I began my journey of self-improvement, it is better to shoot for 70% and create art that is âgood enoughâ, rather than trying to achieve a flawless 100%, as this will lead to you making a lot more art and improving faster over the long time. Or to simply quote a lyric by The Pretty Reckless: âDonât try for perfect, itâs never enoughâ.
The Important Stuff
So to recap: Iâm working on these three paintings for the wall space behind my PC desk, two based on Elden Ring using characters from the web comic TwoKinds, one for the game Silksong that Iâve been waiting since 2019 to play. I need to get better at doing art more consistently and not spending so much time on every single piece, as itâs both a hindrance my growth as an artist and a drain on my motivation.
That brings me onto the final topic I want to mention. I recently started my first job, and Iâll receive my first paycheck this week. I plan on using some of it to get myself a new monitor and a keyboard and mouse in order to put together a setup for gaming as well as another hobby that I would like to get into, which is streaming. Iâve never streamed before, but I want to get into it as a means of sharing the games Iâm currently playing and also to share my journey of creating art. I plan on streaming the entire process of painting all three of these canvases drawings, and I welcome you to come and watch if youâre interested in seeing how each of them turns out. If you are, tell me which one youâd like to see finished first, as I already know exactly how I want each one to look and am willing to work on whichever one is the most popular.
I donât know exactly how streaming will work just yet, but I plan on doing them on my days off from work, which are Monday, Wednesday, and Friday, and itâll probably be somewhere in the afternoon going into the later evening, where there wonât be much to interrupt me. Once Iâve got my equipment shipped and set up, Iâll make a post on here to state when my first stream will be happening.
#elden ring#eldenring#melina#elden ring melina#ranni#ranni the witch#elden ring ranni#twokinds#two kinds#flora#flora twokinds#kathrin#kathrin twokinds#kat#kat twokinds#hollow knight#hollowknight#hollow knight silksong#silksong#hornet#hornet hollow knight#hornet silksong#moss grotto#silksong moss grotto#art#artwork#fanart#traditional art#traditional artwork#painting
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I played cookie clicker for the first time last week. I spent days on my laptop and took it everywhere so I could always watch it. I downloaded auto clickers for optimal output. I looked up strategies so I could play most effectively. I was dedicated to making this game perfect so I put as much effort as I could into it. Then, one day I went too far. I am not a patient person. I want what I want as soon as I can get it and am willing to do unspeakable things to do so, consequences be damned. So I entered a few commands. Then a few more. Then, well, Iâm sure you can guess where this is going. It was addicting. I literally felt the rush of dopamine that entered my system when I entered the first commands, giving me things that would take months to get normally. So I kept going. And going. And going. Soon after I had completed 100% of the game. And yet⊠the achievement was hollow. I felt sick, empty, unfulfilled, and repulsed by the game. After the rush that cheating gave me, I just couldnât live up to its initial high, no matter how much I tried to afterwards. Progressing farther and farther into the game became dull, lifeless; I wasnât fulfilled by it and I never will be even if I reset and tried again. Sometimes in life you take shortcuts for the instant rush of success, and even if you get to your goal faster, youâll be at a loss for where your devotion went. Where was your desire for more? Your relentless drive to succeed? Itâs dulled by cheating, as any desire is after itâs easily achieved. I understood Light Yagami more after cookie clicker, for he was a man seeking justice, a cure for his boredom, but the power and speed of completion that he could achieve through the death note became boring after all challenges (L) died off. Light was bored after Lâs death, even his successors couldnât hold a light to the obstacle that L served in Lightâs mission. Lightâs story was undoubtedly one of too few challenges against someone who needs constant pushback to succeed. Both Lightâs and my boredom were stated until we lost what made our goals worth achieving. Anything in life will become less when it means less to gain. Our stories were both ones of tragedy based on human greed for more, whether it be success, justice, or cookies. In the end, we must face hardship and challenge lest we face what weâve done to ourselves in the process of meaningless success. Anyways, howâs Lâs phat, juicy ass treating you?Â
i was willing to sympathize with you until the last sentence
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Wait I have to ask what happened to dig? I have it wishlisted and heard its got another free dlc in the works as well so I was looking forward to it (reported issues with softlocks/need for more varied items aside)
Don't get me wrong, I've spent over 90 hours playing this game and I still roll around in for a couple runs/trying to complete the DLC. My main problem is with how the game itself is structured.
I do like a challenging game, I like going in a game and being an absolute noob and then learn as time goes on in hopes of getting some rewads, and getting said rewards; whether is some extra content, upgrades, a secret ending or heck just progression in the story (if the game does have it). And Dig gives you that! You can get multiple endings and a heck ton of collectibles (some of them being upgrades, some just lore stuff)
The problem I have with this is, however, with how all of those rewards are not much great thing compared to the effort you must put to gain them. The levels are generated in a way that game selects a bunch of levels segments (of various difficult) and puts together a level, however unless you play on PC and have the last updates on, you have no way to know what segments you're gonna get and you can get very dang unlucky on just level one. By making the level going down, you don't always see where you jump off, there are issues with the spawning and dodging of enemies (they can just gang up on you leaving you little to no possibility to avoid them), the difficulty spike is absurd. In order to get the true ending, you must satisfy very specific requirements that are so hard to pull if the elements they are based on are just RNG. The whole game is based on RNG. Normally you would get a couple few static points for upgrading yourself in a roguelike, Dig doesn't do that. There were times I reached the final boss with basically no upgrade because of how unlucky I got.
Not to mention some of the achievements are based as well on requirements that are RNG-based. For example there is the "Dirty Poor" feat, but in Dig gems are literally everywhere the levels are designed so that you *will* get gems. You must be incredibly lucky to get those 3 gemless segments in the first world to get the feat, making it one of the most difficult feats to achieve not because of difficulty but due to being based on luck. And so many other feats are like that. I could give out more examples but I don't want to spoil much of neither the vanilla game or the DLC, but basically the whole game feels more like playing with a gambling machine rather than a roguelike.
Many players have reported such issues, alongside the bugs and glitches, but the difficulty was never adjusted. The possibility to select your own level segments is exclusive to Steam. No improvement was made regarding the entire game being so luck-based, and instead the DLC just adds more restrictions and further rises the already high difficulty spike to an insane degree that made many casual players drop Dig completely, and I know of less than five people who were able to 100% the game and DLC with cheat options on (extra life, powered up attack, etc. Etc.). Also enabling said cheat options make impossible to get feats.
The game ends up feeling like a chore to go through at times, as the player must rely more on luck than actual skill and adaptability. And so far, no change was made despite the multiple complains of fans; hopefully with the upcoming DLC they will fix such issues, but who to say. The last update ended up adding more issues than solutions, make more players drop, and add even more elements to the RNG blender.
Does the story pay off? Perhaps, but it does not make up for the hours and attempts it takes to actually finish the story. Nor do much the rest of aestethic rewards, nor the upgrades since you may just never get them in your run.
I feel like I was too harsh on Dig, and perhaps I am. I was really waiting for this game and was excited to see the characters and new levels but that wish just quickly wore off when I could not even get past half the game because I could not find, due to bad luck, the upgrades I needed to continue further in a non-hardcore way.
I would suggest playing Dig only to players who are down to spend a ton of time to progress and don't mind the amount of luck required, and just want to try experience the lore bits and visuals on their own rather than from a video. But I wouldn't feel in good faith suggesting this game without underlining the somewhat brutal difficulty and the fact it ends up relying more in luck and the player's patience rather than their skills. If you play it expecting a rogue-like, then it's not- exactly one lol. Think of it more like a arcade game.
That's about what I have to say about Shovel Knight Dig. I still do play it because I don't take too seriously unfair deaths and such, but I wish this game was more accessible to players of all kinds as some friends don't have as much time or energy to spend playing such a luck-based game. I think the game has the potential for being a genuine enjoyable experience for everyone and not just hardcore/completionists/similar kind of players but yeah, we got what we got, and devs both from Nitrome and YCG don't seem to care too much. Which is understandable considering all the projects they are making, but still somewhat sad.
#shovel knight#shovel knight dig#idk man I just wish this game wasn't so punishing and strict#If anyone has other notes to add feel free to rb and add them
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tuesday again 5/23/2023
six sentences or less bc that's the kind of week it is
listening
straighten up and fly right from the nat king cole songbook, covered by sammy davis junior. i have a lot of fondness for the nat king cole songbook bc my grandmother had a lot of fondness for it, and this one was very comfortably in our (contralto) ranges. really burrowing into the comforting familiar as we enter the Cross Country Move Hellzone (tm). spotify
youtube
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reading
lot of documentation for work bc i am trying to build a google sheet + calendar for our grants and reports such that when someone adds OR EDITS a row in the grant/report tracker it creates a new google calendar event OR UPDATES existing events. i may have to give up on that second half.
in non-work stuff, it is hysterical how many hackers brian krebs (infosec reporter/journalist/researcher) is able to interview. like when this guy was asked "yo is this your code targeting a specific mastodon server with a crypto scam" the response was
Clicking the âopen chat in Telegramâ button on Zipperâs Lolzteam profile page launched a Telegram instant message chat window where the user Quotpw responded almost immediately. Asked if they were aware their domain was being used to manage a spam botnet that was pelting Mastodon instances with crypto scam spam, Quotpw confirmed the spam was powered by their software.
âIt was made for a limited circle of people,â Quotpw said, noting that they recently released the bot software as open source on GitHub.
we live in the stupidest possible cyberpunk future.
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watching
i don't know jack about shit about cars and i don't know what the fuck jennings motorsports on youtube is talking about 80% of the time but a friendly guy with a calm voice talking through how he's going to get some cars in the worst shape you've ever seen up and running again? yes good thanks, i've blown through his entire backlog in the last week in my second monitor while i've cleaned data. this man is essentially rebuilding this rare limited edition shiny holographic car from half a frame and a panel LOOK how fucked this thing is.
youtube
love the Will It Run? videos bc the answer is almost always yes AND SOMETIMES HE EVEN DRIVES THEM DOWN HIS DRIVEWAY AND BACK even if the cars are barely holding themselves together. the horse souls in these machines can be coaxed back into resurrection with the proper burnt offerings and application of liquefied dinosaur
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playing
the charm of Powerwash Simulator is somewhat dampened by its extremely buggy achievements bc i KNOW i could get all 40 so fuckin easy if they just WORKED. i didn't get the "main campaign completed!" achievement despite spending nearly forty hours 100%ing every job, so i think the rarity of the achievements is somewhat inaccurate, bc it's more like, did you happen to play through that level at a time when the achievement was working? despite all that, it has been incredibly effective at damping generalized moving anxiety and it's a tremendous catch-up-on-podcasts game. it's hysterical to me this was published by square enix bc this style of simulator game is usually published by Playway or a Playway company, a shadowy network of about a hundred small polish studios, many of which went public and had IPOs in order to hand over a controlling interest of the company to Playway. long history of annoying business practices such as remaking more popular games with the serial numbers filed off and making demos to gauge interest and THEN only making about one full game for every twenty demos, which is very irritating for players. not this one tho, it's in fucking brighton in the uk, no relation!
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making
this is going to be cleaning and move prep for the next six weeks. i deep cleaned (even mopped!) my kitchen and bathroom last weekend bc it uh. really needed it, and that's the most exciting thing i did. no progress on cleaning the flip clock radio bc i do not currently have the patience to sit down with qtips and get in all the little grooves.
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âšWeekly Progress 2024 #22-23âš
#22 would've come out last week if I didn't forget my planner when I packed for traveling.
Weekly Progress #22
Updated tumblr tags
Thumbnailed, sketched, refined sketched, lined, and finished [fan project #2] illustration
Submitted forms for [fan projects]
Made work plans for P-M and SFB
Basic o2a2 outline
Fixed SYVNH bug
Generated sprite pieces for P-M and SFB
Fleshed out o2a2 outline
Weekly Progress #23
Coded P-M sprites
Updated itch page images
Made new BWBOK schedule
Copied P-M script into Renpy
Scripted P-M s1-s3
Answered BWBOK comments
Drafted [fan project] posts
Designed P-M GUI
Wrote 100+ words for SFB
A Sky of Falling Birds
As I mentioned before, SFB is my next big project, which I plan to submit for BAF VN Jam. That's... 7/1.
It's okay, I still got... 20 days.
There's a lot of work left to do and not much to show off at the moment.
Pre-Make
Or Pre đ° Make (P-M), I haven't completely decided on how to advertise the title yet. It's a "small" project that I came up with back in 2020 and still haven't finished. I thought I'd dedicate a few days' time to it and see how far I'd get. There's still a bit of work to do, but much of it is done.
The art's quite old and the story telling was the original test I did for SYVNH's looping mechanism so it won't be anything novel. The screenshot above is from this game. If he looks a little familiar, don't worry. That's not your imagination.
The Beauty Which Only Beast Knows
My other big focus for this month, we're hoping to finish it for Otome Jam... which also ends 7/1. I've a loose schedule for achieving that, but the team's health is the top priority so we're playing it by ear. It may take a little longer to finish up.
Other!
O2A2: Because I couldn't sit still!! I started planning for O2A2 2024! It'll be another entry into the kill series, but I hope to include some point and click elements to it. Last year I finished 9 VN projects, something I don't want to do again-- but!! I don't want to only finish one project this year!! I've been skipping and fomo-ing all the jams in the first half of the year. Well, no more! I'm going to get some work done this summer!!
Fan Projects: I don't think I need to keep my involvement in fan projects a secret anymore! I took part in the D. Gray Man 20th Anniversary Project, which we actually started work on late last year! I also took part in the Narumitsu Big Bang 2024 event, which... also started work late last year đ€ Huh, I was really busy back then. Maybe that'll teach me to sign up for too many fan events... (đ no ofc not!)
Misc: I finished some tedious updating work that I promised myself to do a while back. I'll admit I make my blog easiest for me to navigate, first and foremost. But if there's something that's bothering you, or have an idea to make navigation better, feel free to let me know through an ask! I also updated all of my itch io pages' images. They were originally linked from discord, which changed its policy and broke all direct image links. Thankfully, I had everything labeled in a private server so I could easily retrieve and reupload to update the pages. Yes, I should've done that long ago. And I'm sorry I just... didn't;;
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My Birthday
Yay, todayâs my birthday! I turned 28 years old! And avoided the dreaded â27 Clubâ where some of the biggest musicians from the 60sâ and 70sâ died when they were 27 years old! (They mainly died due to massive drinking, doing drugs, etc.âŠ)
My 27th year on this planet was not a good one. Early this year, I quit my toxic part-time job at a well-known pizza restaurant that I wonât name. I got scammed into paying for my own equipment for a new job I thought it was a job, but wasnât. So, I lost over $2,000 because of it and I have to freeze my credit scores to keep the scammers from opening any new credit cards under my name! Then thereâs the fact I canât even find a job that would even hire me due to both my disability and my limited skill list! I even got rejected from getting Disability (or SSI); two months later because of the fact I even had a job!
At home, my youngest niece graduated from high school in June and instead of going to University, sheâs working a full-time job at Sallyâs Beauty in order to save up money to buy her own car since the car her mom gave her last year and itâs too expensive to go University right now. My only nephew started 11th grade last month, which means once he graduates in 2025, momâs planning to sell the family house. She told me and my older sister this back in March/April where after she sold the house; sheâs planning to (probably) move to Oregon to get away from the politics of conservative Texas and to retire. Of course, weâre going to move with her as sheâs planning to buy land and build a condo house where my sister and I can live on one side of the condo.
For my hobbies, on the other hand, theyâre doing great! I beat over 15 games this year, which include âPokĂ©mon: Emeraldâ, âHypnospace Outlawâ, âFire Emblem: Three Houses - Cindered Shadows DLCâ and âThe Murder of Sonic the Hedgehogâ. âBAD END THEATERâ became the first Steam game where I 100% all the achievement. I preordered âLegend of Zelda: Tears of the Kingdomâ a few days before it came out in May and played it on release day. I remembered staying up all night going around Hyrule, completing the Shrines and not being dicks to the Koroks who only wanted to be reunited with their friends. Iâm looking forward to the release of the remaster of âSuper Mario RPGâ, which comes out in less than two months! I saw four LPs of the game in the past and played it myself for the WiiU. I canât wait for it to come!
My webcomic is going along. I just finished Chapter 9 and Iâm currently taking a small break from it to focus on making this site. I changed how I publish my comics, where I used to release 6-7 pages at a time. But now, I have changed it to 2 pages per week, which means Iâll get more views compared to what I did before. Iâm planning to post the links to my webcomic here; Iâll have to find the motivation to do so.
I also made a Tumblr account in June after Reddit decided that they're going to start pricing the 3rd party apps that use itsâ code (Apollo, you will be missed). While things are great on Tumblr, I have to get used that most of everyone there is very left-leaning compared to Reddit, where everyone is either in the center or right-leaning, depending on the subject. Yes, I know there are left-leaning people and subreddits there, but itâs the right-leaning groups that are the ones who make the headlines. At least the fandom on Tumblr is way nicer compared to Reddit, where you get attacked for saying or doing something that the fandom subreddit doesnât like. Itâs the reason why I was too scared to either post or comment on Reddit.
Then early this month, I made a NeoCities website and learned how to code again after 11 years. Itâs not easy and sometimes itâs even frustrating when you want to do something cool to your page and the code wonât work! At least coding is a skill I can use when I try to look up jobs since itâs one of the most important skills that businesses need. And I also started to blog to write about my thoughts as well. Iâve been doing it on Tumblr for a while, so now I have two sites to pour it all out.
As for what I will be doing for my birthday, itâs not going to be much as I tend not to ask for a lot. I know mom normally gives me a $50 Amazon gift card so I can buy something nice for myself. And I already have plans to make brownies for desserts since we have so much flour and a huge box of brownie mix is in the cabinet.
So yeah, my 27th birthday wasnât that great, but it couldâve been worse. I hope my 28th year will be a little better and things will improve.
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i just got all the achievements on neo twewy after weeks and heres some stuff i learned (no spoilers btw)
lets see
the one for being a frequent customer you get when that repeat option shows up on their menu
at tokyu hands you can trade 2 gem pins for another one, the pairs are rare metal and tektite, adamantite and orichalcum, and shadow and dark matter scarletite is an ultimate drop only
if you want to grind stats:
style - 300 cap (you only need 222) - air in a can (vegelovers - tower records)
attack - 500 cap - that spicy black ramen i forgot the name (suzu slurps - dogenzaka)
hp and defense - 999 and 500 cap respectively - tuna head (sby bbq - tipsy tose hall)
scramble slam sucks but heres how you get the rewards:
put the game on ultimate and reduce your level, you get more points this way
the way you get points is by doing beatdrop combos which means you need a lot of enemies that last
also theres a multiplier that goes up by 0,4x everytime you do a combo in battle up to a max 5x, save the enemy with the 3x until you max the multiplier
make the biggest chain you can with JUST ONE slam noise, thats enough to make the whole chain track points, also you can do chain battles with rival players too just let the noise get you then walk up to the player, once youre done, leave the area then come back so the noise respawn
anyways, equip the basic shockwave and force rounds pins so you slowly kill enemies, equip the rest of your party members with pins you want to grind just make sure they dont have x or y inputs
start attacking with shockwave, once the beatdrop circle shows up switch to force rounds only when its past half (delaying a pin gives it a bit of time to regen, enough to give you one extra full use), repeat the process with force rounds, you can make the most of the pins this way, its like, 5 uses of shock and 4 of rounds, a lot of combos
youre gonna make a fuckton of points this BUT chains are gonna be LONG AS FUCK, 40 minutes up to an hour, be warned
second slam is going to be a massive pain in the ass it took me 8 chains to do it (would be less if i remembered to reduce level)
theres a limited amount of the ion trade pins, theres a few you can miss, look it on gamefaqs i dont remember them, youre gonna need all of them for all the pins and threads
you cant get all the fp you need to complete the network by just doing quests and gold dives on regular days, youre gonna need some extra 15 points you get from a LONG dive in another day, its 10 rounds long and kinda hard, the last round is the worst, its two angry bears and a t rex noise (also angry) save a killer remix for this round, the t rex deals a fuckton of damage and if it eats one party member you wont survive the roar that comes next, watch out
hog healer and affinity weaknesses are your best friends for tough fights remember this
for the love of god grind pp on easy on another day, difficulty doesnt change the pp you get (i think the same applies to xp)
the noisepedia completion gives you a graffiti when you hit 80% but youre gonna need 100% for it to count on the save file complete percentage
ive seen ultimate shibuya hikarie w3d5 and ultimate cat street another day be recommended for money grinding but for the most part i disagree (bc i died often, you need high drop rates for these methods)
the way i do it is ultimate o-east w1d5, the chains last less than a minute and only give like 180 to 200 thousand yen, a lot less than the other methods but the short chains make up for it, this method is also good for grinding food (you do need to take the longest route for the tuna heads which can be infuriating considering the load times)
most secret reports are unlocked by defearting boss noise, 3 of them unlock by network completion, the last one only when you get all others, also boss noise respawn if you come back to the area so you dont have to redo the day like in og twewy
its safer to increase drop rate by threads than decreasing level remember that for annoying fights dont worry most abilities arent that good anyway (I NEVER GOT THAT ONE THAT SAVES YOU FROM A FATAL ATTACK TO WORK FUCK THIS GAME)
plague noise only show up on story fights so you cant chain them, go in with high drop rates, you fight almost all of them in quick succession in the day you have to go after that guy, w3d6 i think?
the last boss is the only boss noise you cant chain also for some reason you can soundsurf when it starts throwing balls at you, use that to get groove
for the superboss on another day i recommend using hog healer (to heal), fang defender (to protect yourself from its HIGHLY damaging dash attack wich you can also dodge, but i found it harder and using this pin fully heals you if you get it right), and a lot of pins you can use at once in an all out attack, if one party member gets attacked the other ones will keep going, i recommend using darkness pins since they can stun and pins with easy beatdrop conditions, use killer remixes only when the armor is up, most of the fight is dodging
just do the time trial on easy no one cares anyway
for the remind graffiti theres like one or two you can miss, again, look it up on gamefaqs bc i forgorđ
you dont need to get 100% drop for the worst fights, thats what killer remix is for, 75% is fine, its worse to make a long ass chain than it is to just do another fight
i need to explain how the killer remix drop rates work so heres how:
YOU DONT GET 0,5x PER PARTY MEMBER
thats why youre probably wondering why it isnt always 3x
the way it works is that you get a 0,5 per pin that has that little ready above it (thats what its for, i always wondered that) to get that ready you need to use that pin in a beatdrop combo either as the one that starts or the one that ends it
synergy abilities apply for the whole party strangely enough
theres a thread that gives you more time with pig noise, anyway brute forcing with killer remixes usually work no matter what
shiba is a toxic bottom
anyway thats all
as for what i think abt the game now that im DONE with it, love it honestly, and despite the fact it didnt meet sales expectations i think, im still hopeful for it, twewy survived bc it was so beloved by the devs i guess so theres that, also imagine if next games were on other cities famous for their urban culture that would be so fashion like
#post#neo twewy#uh what else#play digital devil saga#i beg you#guide#i guess#ntwewy#neo the world ends with you
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Pikmin 4 Post-Game Tip
This has light spoilers for Pikmin 4's post game, but I'll still refrain from making major story spoilers. I just think this would be useful to know, so you don't "waste" your time like I did.
(Not a moment is ever really wasted in such a great game, but depending on your play style, this could be useful.)
Try to complete Olimar's tale before the end game. You don't have to do it first, but do not do it last. The reward(s) for it are only going to be useful to you if you still have more game to play. Even then, depending on how much you decided to grind for your pikmin, it may still not be 100% worth it, because completing his tale also doesn't immediately give the rewards: it unlocks the challenges to get the rewards.
If you struggled to complete Olimar's tale or the 5-fire Dandori challenges, then you are surely going to struggle with the new challenges, especially the final one for the final reward.
Depending on your skill level, just grinding these out might take a substantial amount of time that you could use preparing for end game in other ways. Besides that, if you're able to complete them, then you've probably already achieved a kind of mastery that negates the need for the rewards. BUT, if you do complete it, you have the potential to completely break the remainder of the game, Pikmin 2 style.
So, here's my tips for the final challenge without majorly spoiling its contents:
Make sure you bought ALL of Russ's gadgets and have his final reward. That's gonna be useful for all Dandori challenges, but especially this one. Use it when you can.
Maximizing your pikmin count is not your priority.
Knock down the jewel first. It'll take too long for Oatchi to come back around for it later.
You only need to kill 4 enemies, and the first one you see is not one of them. You're just gonna have to deal with that.
Bomb the crystal wall.
Beware of falling hazards in the final stretch.
#gbunny plays#pikmin 4#pikmin 4 spoilers#i've managed to clear the game 99%#the only thing i haven't done is get platinum on all the final challenges#but I'm honestly gonna say 'f*ck that' because just clearing some of those was a headache#i'll probably make a final thoughts post later#but the sooner this tip is out there#the more useful it's gonna be
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How to Use Scriptable Objects for Data-Driven Game Design
When I first discovered Scriptable Objects in my Unity game development journey, I didn't immediately grasp their potential. Now, after several projects, I can't imagine building games without them. If you're looking to level up your game design workflow, make your projects more maintainable, and embrace truly data-driven development, Scriptable Objects might be exactly what you need.
What Are Scriptable Objects?
At their core, Scriptable Objects are Unity's solution for creating reusable data containers that exist as assets in your project folder, completely independent of any scene or GameObject. Unlike components that must be attached to game objects, Scriptable Objects live as standalone assets in your project.
Think of them as custom data files that Unity can recognize, edit in the Inspector, and use throughout your game. This simple but powerful feature creates tremendous possibilities for structuring your Unity game development projects more efficiently.
Why Use Scriptable Objects for Data-Driven Design?
1. Clean Separation of Data and Logic
One of the biggest headaches in game development is managing data effectively. Many developers start by placing values directly in their components, which works fine for small projects but quickly becomes unmanageable as games grow in complexity.
With Scriptable Objects, I store all game parameters (enemy stats, weapon characteristics, level progression data) as separate assets. This means gameplay designers can tune values without touching functionality.
For example, imagine creating an RPG with dozens of weapons. Rather than configuring each weapon instance separately, you can create Weapon Data objects that define the properties of each weapon type. Need to adjust the damage of all fire swords? Change it once in the Scriptable Object, and every instance updates automatically.
2. Improved Designer Workflows
Here's a game-changer for team collaboration: designers can modify game values without understanding programming! By simply adjusting values in the Inspector, they can balance the game without developer intervention.
In my last Unity game development project, our designer balanced over 50 enemy types completely independently by tweaking Scriptable Object values in the Inspector. This freed our programmers to focus on implementing new features rather than making small balance adjustments.
3. Runtime Memory Efficiency
Let's talk optimization. Unlike prefabs that get instantiated multiple times (creating copies of all their data), Scriptable Objects are referenced assets. This means multiple GameObjects can reference the same Scriptable Object without duplicating data in memory.
For example, if you have 100 identical enemies in a level, instead of each carrying its own copy of the enemy stats, they all reference the same Scriptable Objectâa significant performance advantage when designing data-heavy games.
4. Persistent Data Between Scenes
Need data to persist across scene transitions? Scriptable Objects retain their values as long as the game is running, making them ideal for managing persistent game state without complex patterns or static variables.
This is perfect for things like player inventory, quest progress, or game settings that need to survive when moving between different game areas.
Practical Implementation Strategy
Step 1: Identify Your Data
The first step in implementing Scriptable Objects is identifying what data in your game could benefit from this approach. Good candidates include:
Character or enemy statistics
Weapon and ability configurations
Item definitions
Level settings and progression data
Game rules and constants
Quest and achievement data
Step 2: Create Scriptable Object Types
For each category of data you've identified, you'll create a custom Scriptable Object type through Unity's asset creation menu. Unity then generates a template file that you can customize with whatever properties you need for that data type.
Step 3: Create Individual Data Assets
Once you've defined your Scriptable Object types, you can create as many individual assets as needed. For example, if you created a "Weapon Type" Scriptable Object, you might create assets for "Wooden Sword," "Fire Staff," "Legendary Bow," and so on.
Step 4: Reference in Your Game Systems
Your game systems can now reference these data assets and use their values to drive behavior. The beauty is that the systems don't need to know the specific valuesâthey just use whatever data is provided by the referenced Scriptable Object.
Advanced Patterns With Scriptable Objects
As your Unity game development skills advance, consider these powerful patterns:
Event Systems
Create Scriptable Object-based events to completely decouple your systems. This allows any part of your game to trigger or listen for events without direct references to other componentsâa game-changer for complex projects.
For example, when a player defeats a boss, an event Scriptable Object can notify all interested systems (achievements, quest manager, save system) without those systems needing to know about each other.
Runtime Collections
Use Scriptable Objects to maintain lists of active objects during gameplay. This makes it trivial to track and manage all enemies, collectibles, or interactive objects in your game without complex searching or tagging systems.
Common Pitfalls to Avoid
My Unity game development journey with Scriptable Objects hasn't been without challenges. Here are some pitfalls to watch for:
1. Modifying During Play Mode
Changes made to Scriptable Objects during play mode can persist after stopping, which may or may not be what you want. Be aware of this behavior and reset values when needed.
2. Reference vs. Value Semantics
Remember that Scriptable Objects act as references. If you need instance-specific data, consider having your objects copy values from the Scriptable Object when they initialize rather than referencing it directly.
3. Organization is Key
As you create more Scriptable Object assets, organization becomes crucial. Create a clear folder structure and naming convention to keep your project manageable.
Real-World Impact on Game Development Workflow
Implementing Scriptable Objects in your Unity game development pipeline can significantly streamline your process. On my latest project, we saw:
40% reduction in prefab complexity by moving data to Scriptable Objects
30% faster iteration cycles for game balancing
Virtually eliminated the need for designer-programmer ping-pong during tuning
Getting Started Today
Ready to transform your Unity game development workflow? Start by identifying just one system in your current project that could benefit from extraction into Scriptable Objects. Convert it, and you'll quickly see the benefits to your development process.
Consider starting with something simple, like player stats or item definitions. Once you're comfortable with the basic pattern, you can expand to more complex systems and advanced usage patterns.
Conclusion
Scriptable Objects aren't just a feature of Unityâthey represent a paradigm shift in how we approach game design. By embracing data-driven development through Scriptable Objects, you'll create more maintainable, designer-friendly games while establishing a solid foundation for your Unity game development projects to grow.
Have you used Scriptable Objects in your projects? What impact did they have on your workflow? Share your experiences in the comments below!
#blockchain#mobile game development#multiplayer games#metaverse#game#vr games#unity game development#gaming#nft
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i finished datv
its a decent game, just not a decent dragon age.
This was the first game in the series where I felt nothing upon reaching finale, no excitement, no sadness, no epicness, just wanted to get it over with. I still started a new character, mostly to see if I can get more lore tidbits on this particular combo of race/faction (and to unlock the last achievement Im missing from 100%). Its just... shallow. Good for "relax, consume and dont ask", but if you want just a tad bit more, youre in for a bad surprise. Not to mention the constant hand holding, jesus christ, trust your player to have a brain, Bioware.
More under the cut, spoilery
it will be chaotic, but hey ho...
Honestly, I played it for the lore. I knew certain aspects that got confirmed, i was baffled by others, especially contradictory to the previous games... which still would be okay if only it didnt just started snowballing into one big mess.
Old gods lore? Gone. Seems like quickly attached to the elves, which would have been great if it was done better. Much better.
It was elves all along? Spirits into bodies? Expected. Shame they decided to just cut through it with a blaster and infodump en masse on the player, it really took me out.
Blight? See, thats interesting, but we also first learned that red lyrium is blighted lyrium. To have titans infected blood could be interesting, except also red lyrium means angry. What.
Statues of the dread wolf in every single elven place? Yeah why. There was a big point of having his statues in mythals temple in dai, big enough to get its own dialogue, but nope, lets just reuse assets, enviromental storytelling? what is that
Isabela only shared the name with Isabela I knew. Same with Dorian. Morrigan had a few good lines, but it wasnt my Morrigan.
I also like how we dont care about the previous choices and characters, except the ones we need and are as bland as possible, and all have selective amnesia. Either leave the south and the past completely, or import more choices, this is just jarring.
I expected a soft reboot, which we get with letters telling us about the South getting wrecked, and im sort of at peace with that? It stings, but still. The ILLUMINATI reveal at the end tho? I hope they pivot from the implication that ALL of the previous villains/heroes/events were influenced by THE ILLUMINATI, not just observed, DIRECTLY INFLUENCED, cause thats not just shitting on lore, thats shitting on some amazing characters and their agency (LOGHAIN OF ALL), and amazing stories, for the sake of what...? Clearing cut from the past team? I was never a big fan of Trick W, but this is just... ugh. Unless it is a VERY GOOD WRITING, that im not expecting from this team.
Writing is very bland, and mostly bad, way too anachronistic, tonally not even at all, characters are just meh, and the fact you HAVE to be nice to all of them doesnt help. I cant dismiss them, i cant fight with them, i cannot NOT recruit them, the most i can do is not do quests (but loot. and codex entries. and stuff), which is such a regressive decision. POWER OF FRIENDSHIP LESSSGOOO
I think I truly liked only Emmerich and Davrin, even Harding was a shadow of herself. I knew Taash was written by Weekes instantly, same bratiness, same annoyance about them as Sera... whom i actively dont like, but i cared about anyway, and I was prepared and did it for Taash, but certain in your face, including breaking the forth wall, preachy scene made me fucking cringe. Like i literally had to pause cause it was so bad. Taash is kinda too childish as well, not straight to the point like some people claim, just fucking daft. Neve is flat, Bellara is a worse Merrill, Lucanis had a promise, but its like hes written by 2 different people at all times, even Solas contradicts the one I knew before.
Also its so... weird that like Harding gets stuff from her Ma and wants to go camping, but at the same time we know South is barely holding. Antaam is so good theyre every fucking where.
Wardens are great, Id die for Evka. Assan is my boy. Manfred is the greatest wisp that ever was.
What was the most disappointing though, was the zones. What do you mean i FINALLY go to tevinter and see only fucking dock town? Where are my villas? Where are the bad magisters? Wheres the rampant injustice (except in the passing or the codex)? In Treviso, where are the scary Crows, not this anti-hero italian nice mafia? Kal Sharok is just different, but everyones nice and looks normal, but theyre different, lets not get into it though.
Where are dozens of elves following Solas? Whats up with that 6th sense twist that was SO BAD?
Theres probably more stuff that I already forgot about.
I know this games development was hell, the whole process got restarted like 3 times, but the way they sanitised almost everything (shoutout to the Blight cause it has some good moments), and the writing that is even more chaotic than this post, make me feel so... bitter? Disappointed? Disillusioned?
Certainly nothing positive.
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24 May 1254
Library of Circlaria
Third Level Society: First Version
Story Four: Meon Bell
Today is the last day of the month of May in the Common Circlarian Calendar. I just completed a rather simple quest with my avatar, Captain Bornan, involving The Slayvon, ten fellow Members, and each of us casting 100 daemons; so over 500 in all. We captured a rogue sea ship and took a share of the spoils after negotiating a peace treaty with the enemy. It was simple and took no time at all.
All the while, I marvel at the Third Level Society and what it has accomplished thus far since its foundation over ten years ago. Many who are Members now once in the past looked to various TableQuest sessions for fellowship as well as the dynamic array of possible opportunities to gain treasure. The playing of the old game of TableQuest presented a thrill that many simply could not find elsewhere. But TableQuest also meant encountering avatars whose identities of those real people who cast them were hidden, meaning you never really knew who you were dealing with. In other words, you very well may have tangled yourself with someone having bad intent. Darkfire dealers and other outlaws, after all, hid themselves within the darkened ranks of TableQuest players, intent on gaining wealth and credit at whatever cost.
And real wealth was placed on the table in these sessions, with such wealth being wagered upon the outcome of a given quest or agenda. Sometimes the resulting politics turned ugly, manifesting in murders, theft, rape, and other forms of evil. To enter a TableQuest session for the thrill meant risking the treachery involved.
The Third Level Society put an end to that danger by presenting a formidible alternative. With rules in place mandating a registry of avatar identity to Member identity, and policy to forbid the wager of true items of wealth, questing here presented the satisfaction without the corruption that comes with it. And with the Arturian Realm cast as a continuously-running and multi-faceted dymensional plane striving to achieve as close to a resemblence to the real world as possible without sacrificing the dynamics necessary for the satisfaction one gets through questing, the Society has been drawing attention from figures in the field of education and research.
I just hope the Third Level Society can survive Cray Fenton.
Fenton started off his tenure as Dungeonmaster by making a bold call upon the Caucus to repeal the Organizational Prefect Code of Conduct. The Caucus failed to do exactly that, but by the end of January, they did manage to repeal most of the amendments, many of which I felt were unreasonable.
That same month, Fenton unveiled his ambitious and well-planned agenda for the deployment of the Jon Beyon Consoles. January would be the month for the Caucus to formulate the plans for the funds needed to build the large number of Jon Beyon Consoles required to cover every Member by the end of the year, and also for certain Members currently taking part in the pilot experiments.Â
February would be the month that we implement the fundraiser agenda. And then between March and October, we would build the Jon Beyon Consoles on a steady schedule.
November and December would be the period of transition for the Caucus in terms of the Consoles used. Jon Beyon would be expected to train the Quest Leaders and Administrators on his model in the first week of November; the Quest Leaders and Administrators train the Veteran Members in the second week; and the Veteran Members train the Freshmen Members in the third week. In the first week of December, the Freshmen Members would be made to retire the old type-out consoles and switch to the Jon Beyon Consoles for good; the second week of the month, the Veteran Members would do the same; and the third month, the Quest Leaders and Administrators would make the switch. By January 1255, every Member would have a Jon Beyon Console.
All throughout January, I was actually in high spirits, anticipating the implementation of this agenda. I witnessed Traya Meris introduce the Jon Beyon's Console model to her class of subservient Members on a particular quest she was leading along the warm Arturian Coastline near Parradin. These Members were nothing short of ecstatic over the newfound power and control they had over their avatars. I, myself, took part in getting the Caucus to vote on fundraising. Although the idea was Fenton's, I was the one to propose this fundraising idea to the Chamber on the evening of January 13. We held several special sessions through the rest of that week; and, on Friday January 15, the Caucus voted passed the fundraiser plan. Fenton quickly approved it; and the plan started at the beginning of February.
By late February, it became apparent that fundraising well-surpassed the amount needed to build Jon Beyon Consoles for the 631 Members that we counted in January.
In early March, though, we factored in the current Membership registry again and realized that number jumped up to 647, which meant that additional fundraising was needed. The other issue was that there was a backlog of orders in the business from which we ordered the metal parts needed to construct the Consoles. So Fenton put an immediate stop to everything in the Jon Beyon Project, including the pilot experiments.
"I understand if we need to delay the Console construction, but wear and tear should not be a concern with the devices we're already using," I told Fenton late one night in a meeting with him in his Dungeonmaster's Office, which I noticed was adorned more heavily with the crow-and-hawk of the Society. "Jon has proven that they are built to last."
"I'm not concerned about wear-and-tear," Fenton replied. "I'm concerned about adding fuel to Sari Frame's sentiment. If this backlog doesn't clear and we continue doing pilot groups, it will be a matter of time before an insider takes this to her and she starts building her own brand."
"The backlog will clear out soon enough," I said. "And I don't see how Sari could carry out a conspiracy like that."
I had spoken my mind when I told him that. It was true that, after Fenton accepted the Dungeonmaster nomination, Sari alleged that there was a certain number of Members who had been discouraged from casting a Caucus vote, on the presumption that they would all vote for Frame. But when no one took to this claim, and it became apparent that most had accepted that Fenton, though having won by a small margin, secured the position fairly after all, Frame had since stood down and remained silent.
Now Alex Cromme had brought up numerous times between me and Fenton that he thought he had heard some of those Members, who were friends with Sari, fantasizing over the notion of stealing the idea of Jon Beyon, who has been in league with us by the way, and developing a transition in a quicker fashion than ours. Of course, this alleged conversation took place at the Slack, where things get noisy and things are said that are never meant in serious fashion. So the matter was speculative.
Nevertheless, Fenton had been taking no chances in this regard, an approach I found a bit irrational, I have to admit. I understand that the Dungeonmaster position, with all its daunting administrative duties, can present an opportunity to withdraw into a state of sick paranoia. But one must exercise caution in that regard so that such anxiety does not manifest into a power-grab, intentional or unintentional. And I believe that by early March, Fenton was showing the first signs of this struggle.Â
I will also admit that between January and now, I had largely taken a break from questing due to the combination of the tiring work I had from my administrative duties under Fenton and my own academic studies; after all, I have been pursuing a graduate study of lightfire on behalf of a program based out of the Linbrae Royal College, which agreed to establish me as a resident here at Cabotton University. So I did not keep too closely in touch with Society politics, despite working so closely with Fenton.
And I should have known better.
In the first week of April, Dungeonmaster Fenton summoned both me and Jon Beyon to his Office, where we found the Dungeonmaster joined by Alex Cromme. Indicating that Cromme told him of this, Fenton proceeded to explain that someone, though unknown in terms of identity, was using an unauthorized trigger-mechanism to enhance Jon Beyon's invention in an attempt to overthrow the fair balance that the entire Arturian Realm strives to achieve. The organization in question carrying out this corrupt agenda was known as the Shadow of Myrst.
To my shock and dismay, Fenton informed us that Traya Meris was the primary suspect.
He then gave us an assignment. Jon Beyon, who Meris saw as a close friend, was to convince Meris to share her supposed secret with him without being suspicious of him; Beyon was then to secretly report what she said back to Fenton. Meanwhile, I was to go on a broad but secret survey of as many questing Arturian entities as I could to collect information on the agenda suspected by Fenton.
The Dungeonmaster ended the meeting by saying that the Jon Beyon Project was postponed indefinitely until he could find the Member responsible and expel that Member from the Society.
Again, that was the first week of April, more specifically the evening of April 6, if I remember correctly. It was at this point that I felt that Fenton's paranoia was growing out of control. True, there was an entity known as the Shadow of Myrst, existing as a mysterious force setting out to throw off the political balance of the Realm through a winner-take-all strategy. And it reminded me of the days of the Crimson Lion a few years back. But Fenton had no rational reason to suspect Meris as a player, let alone a leader in an agenda involving trigger-spells.
In fact, this may very well have been Fenton taking an opportunity to retaliate against Meris over an event that happened in late February.
On February 23, we met on forming a micro-detailed plan to spend the funds we accrued for the month for the Jon Beyon Project. Meris had proposed a spending alternative that involved building the Consoles at a slightly slower pace but with higher quality, going against Fenton's idea of building as quickly and cheaply as possible. Fenton had been pushing that as a last-minute change to the agenda up to that point, reasoning that we needed to save funds for repair costs.
Fenton could have taken her argument into consideration, favoring the parts he favored and questioning the parts that he deemed questionable in the hopes that he and Meris would come to a consensus. Instead, he ridiculed her idea as being "a creative way to squander the Society's precious funds in meaningless ways," and going so far as to question why she would study entrepreneurship at Cabotton University if she was going to "make such reckless decisions." For context, entrepreneurship was, in fact, her academic reason for attending Cabotton University in the first place.
I had been shocked with his outburst, but remained silent out of respect for the Dungeonmaster. In contrast, Meris was honest.
"Just because you're the Dungeonmaster doesn't mean you know more about my field of study than I do," she said.
In hindsight, I admire her for taking that brave stand.
Ever since, Fenton would not speak directly with her. And every time she came up in conversation between me and him in her absence, Fenton always emphasized that he questioned her loyalty.
After the more recent meeting in early April, the one aforementioned where Fenton asked Beyon to spy on Meris, I began to reflect on my own standing in the Society and where I stood with Fenton. It was at this point that I first admitted to myself that I felt too uncomfortable to even be around Fenton, let alone work with him. Again, Beyon and Meris had been close friends. And Fenton was exploiting this to get information out of Meris while risking to have Beyon and Meris turn on each other, which I believe was not unintentional at this point.
During the second week of April, Fenton summoned me to his Office again. I had submitted a request back in January for him to appoint me as the Administrator over the Galacia Sector of the Arturian Realm, of which I had good knowledge based on past experience. Since the recent turn of politics having intervened, I had all but forgotten this request; but Fenton reminded me of it when he informed me that he could not appoint me for Caucus approval on this because of how, combined with my role in the survey I was supposed to secretly carry out against Members who might be part of the Myrst conspiracy, that would make Fenton look in his stance against that conspiracy, should my spy attempts be found out.
Fenton also informed me during this meetup that he had begun to lose trust in Jon Beyon, himself, thinking now that Beyon and Meris were joining forces against him.
"They are still close friends after all," Fenton said. "That hasn't changed a bit."
He then asked me to turn my effort away from the secret survey, to which I contributed little by the way, and instead spy on Beyon and Meris.
"I'll see what I can do," I managed to say as an acceptable response to Dungeonmaster Fenton. But at this point, I concluded silently to myself that Fenton had simply gone too far. Later that very evening, I met with Meris and Beyon, where I quite simply told them Fenton's honest sentiment. To my surprise, they both expressed how much they had been anticipating this. They called over Carly McNauten, to whom I explained everything again. Carly responded by complaining about Fenton's "overdrama" over the Ticketer Public Section, especially when it came to Fenton always blaming and harassing Sari Frame over the Myrst issue.
So the four of us spoke at length about all of this. In the end, we came to a point of discord between the notion of breaking away from the Fenton-Frame conflict and just becoming independent Quest Leaders forming some sort of an independent faction within the Society, and the notion of joining Frame to lead a resistance against Fenton. Our talk lasted until well past midnight, at which point we all decided to continue our discussion at a later time, making a mutual promise not to make any mention of our talk to the Society or the public just yet.
We met again a couple nights later and determined to implement both strategies consecutively, with the notion of forming an independent faction from the Progressivist and Traditionalist camps serving as the first plan. As a segue into this, Meris and Beyon would silently disengage from the Society while I stayed with Fenton to handle any drama regarding these two friends. By that point, with the semester's end approaching and the onset of final exams, I would take an indefinite leave, myself.
So Meris and Beyon made their temporary departure from the Society in the final week of April, to which Fenton, surprisingly, gave no notice. However, on May 1, before I implemented my own disengagement plan, I received a private message on the Ticketer from the Bookkeeper that I, along with Beyon and Meris, had been named in a conspiracy to overthrow Fenton, and that Fenton had our Memberships suspended pending trial for permanent expulsion.
Meris and Beyon met with me at my house, where we noticed that Carly was not with us. We had messaged her but received no response. Thus, remembering her intense banter toward Fenton, we began to speculate at the possible notion of Carly having actually feigned support in the name of leveraging important information. It is a theme very much present in the medieval history of Remikra, carried out on behalf of tyrants and brutal warlords in order to consolidate power, but can also be carried out on a much smaller scale, especially in the world of business; any organization, for the matter.Â
Such suspicion of Carly was dashed, though, when ten days later, Carly, herself approached me and explained that her partner, Richard Brent, whom she thought she could trust, had turned out to be the suspected insider doing favors for Dungeonmaster Fenton. In the moment she informed me of this, Carly may have seen my look of distrust, and went on to assert that she had not only terminated their mutual romance, but that she had all but excommunicated him from her life, both personal and in terms of Member-to-Member diplomacy.
That encounter was one day after news broke that Meris, Beyon, and I were re-admitted into the Society, our suspensions completely lifted. It had become apparent that the majority of the Caucus was very much against Fenton's accusations; and no Bookkeeper case ever materialized. After news of this came to pass, Richard Brent confirmed what Carly said to me, and declared her as a "fellow conspirator" over the Public Section; for though the Bookkeeper denied Fenton the power to have us expelled, he was still very much under the impression that we were conspiring to drive him out. Fenton responded to this by appointing Brent to the Administrator position over Galacia.
So that is where we stand to this day. Meris, Beyon, and I have been careful to go questing separately, pursuing quests like my avatar, Captain Bornan, capturing that rogue ship as he did tonight. I was careful not to pair with either Meris or Beyon, just in case that rogue ship was powered by a Society Member loyal to Fenton and a quest success subject to the possibility of being used by Fenton to justify his theory of conspiracy.
Our plan of disengagement and faction-building is shelved for now. We are trying to ensure that stability within the Society is not threatened by any frayed paranoia coming from Fenton as a result of sudden action. But we are still talking together when we are not questing separately.
<- 09 November 1253 <- || -> 16 June 1254 ->
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So I didn't beat every game I intended to play in 2023 but what did I play?
Not nearly as much as last year but I've had a great year with games so here is the list that I played this year, and my quick reviews.
1. Persona 5 Royal (x3 cause I had to 100% it): I don't think I need to elaborate on this one. This game has me in its CLUTCHES - 10000/10
2. Persona 5 Strikers: Great game, really played like a sequel and felt pretty true to the original game despite being a spin off - 8/10
3. Theatrhythm: I put an embarrassing amount of time into rhythm games this year and put an especially embarrassing amount of time into this game in just a month - 10/10
4. Persona 5 Tactica: I enjoyed this more than I expected to, lots of cute moments and I enjoyed the original characters quite a bit - 7/10
5. Persona 5 Dancing in Starlight : I put an even more embarrassing amount of time playing this game - 9/10
6. Persona 4 Dancing All Night: Of all my rhythm games I played this one the least because I liked the QoL changes to the newer games but I still played it more than I want to disclose - 9/10
7. Persona 3 Dancing in Moonlight: By far the best Persona dancing game strictly because the music from all the various P3 iterations (something I wish P5 had gotten) - 10/10
8. Shin Megami Tensei 3 (not finished): Definitely one I need to come back and finish this coming year. I was having a blast playing it, I just happened to get drowned in a million other games
9. Final Fantasy XVI: In any other year, it would have been my GOTY. It was truly one of my favorites this year. I'm dying to replay it and I really need to dive into that DLC - 8.5/10
10. Borderlands: Crazy how well this game has held up over the years. The last time I played a Borderlands game (2) I didn't have the best time but I've had so much fun with this one that it's redeemed the franchise - 10/10
11. Persona Q (not finished): I got 15h into this and loved every second of it and then it exploded in my 3DS, dead forever, and I'm sad - 9/10
12. Persona Q2: Like SMT3, I need to finish this because I REALLY loved this game, but it just fell to the wayside because of other games - 10/10 so far
13. Breath of the Wild: I bought this game on a socially awkward whim (funny story) and it was pretty fun but tbh it wasn't as fantastic as people made it sound - 7/10
14. Baldur's Gate 3 (not finished but God will I ever be? I'm 60 hours into it and still in act 1): absolutely deserved GOTY. A fantastic game, incredibly in depth, given constant love and updates from its devs, a quality voice cast, just absolutely a blast so far - 10/10 so far
15. Solasta: A less good example of a DnD styled game. Playing it with a group of friends currently and its not horrible but it doesn't look good when you log off BG3 and on to this - 6/10
16. Catherine (not finished): Absolutely going to finish this either this month or early 2024. I'm about half way through and what an experience. Can't even explain it - 9/10 (loses a point for making me feel dumb)
17. Persona 3 Portable: Great game, FemC, but also it's age def shows and that Tartarus grind is not so fun in the year 2023 - 8/10
18. I'm On Observation Duty 6: My life is more complete for having this game come this year. I love the Observation Duty games (but this one is HARD) - 9/10
19. Sea of Stars (not finished): I will be finishing this one in the near future. It absolutely deserved Indie GOTY, it's very good - 8/10
20. Cult of the Lamb: I played this off and on between other games. It's a fun simple little game that tickles that cute/horror itch - 8/10
21. Gris (mostly finished): I have like one level left. This game is visually stunning, the soundtrack is very peaceful - 8/10
22. Persona 4 Golden (replay): I wanted to 100% it and failed lmao (missed ONE achievement). But that's okay, it's always worth the replay - whatever I rated it last year
23. Core Keeper: Honestly a true alternative to Terraria. Played it with my friends, enjoyed digging a hole and dying to bugs - 8/10
24. Harvestella: I honestly still gush about this game daily. It was so enjoyable and I could gush more but read one of my past gushes - 8.5/10
25. Monument Valley: Super unique and fun perspective puzzle that was very worth the $.99 I paid for it on sale - 8/10
26. Monument Valley 2: See above, but sequel - 8/10
27. Inscryption: There is truly no game like Incryption. I hate to make the pretentious statement "it's more than a game, it's an experience" but it's kind of true. It's an experience, with cool game play - 9/10
28. Penko Park: This game spoke to me with it's aesthetics and it's monsters and its collecting - 7/10
#easy as pie#pie plays#last year was the year of more games#this year was the year of long games#and persona 5#next year?#who knows#also everything got pretty good ratings but as my friend said when he did his rankings#i picked them to play so i was probably going to like them
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Stardew valley

100%ed stardew valley today!
Stardew valley has been my latest gaming hyper fixation, while struggling to do much else i set my eyes on reaching perfection within the game, i played on PC via steam with no mods and no glitches, on a whim i decided to play the game after seeing many Youtube shorts on trips n tricks for the game, various things like how to get x or y, I've owned the game for years but as i sated only booted it up a week ago, i think the game does a excellent job drawing you in as it slowly reveals more and more mechanics to you, such as fishing, mining, community Center and many more and as each season goes by in my first, id say 2 years in game, i was having a blast, the game is really fun in the early game when your exploring it, on your way to complete the community centre and scarily await grandpa, however its at the end of the as i would call it early game into the mid game where some problems with the game arise, one i want to focus on is the day cycle.
See, Stardew has a day night cycle, except not really
See the day only lasts from 6am, the time you wake up in game, to 2 am, the time you pass out in game, passing out in the early game is punishing as it takes 10% of your gold... up to 1,000G(the games currency, gold) and in the early game it feels bad, you don't want to loose money as its harder to get, however in this mid game, i define the mid game as after completing the community centre, its more an annoyance then a punishment as the max 1,000G is effectively pocket change, what's much more annoying is the time limit it sets in the game, if i said each in game day is 6am to 2pm, 20 hours, how much do you think that would be in real time, 20 mins? maybe, so, 1 real minuet per in game second, annoyingly its 14 minuets and 20 seconds, it may seem small but i have a big problem with how thats calculated, time only ticks up by 10 mins in game, equivalent to about 7.17 seconds, making it annoying to calculate how long you have left, something something human psychology and how we think in the number 5 and 10, so it seems small but it greatly derailed my enjoyment of the game due to tasks taking weird time, its harder to attentively think how long you have left in a day due to it being this weird number 7.17 seconds, as i said in the early game and late game this doesn't really matter as in the early game you'll be unaware of most things and more worried about loosing money, so the day will rarely even matter as energy is also a factor, in the late game 90% of days will be spent sleeping and that ties into the second big problem with the day night cycle.
It doesn't matter at all, it wants this weird mid ground between Minecraft/Terraria and Don't starve, in the former, night matters but can easily be circumvented in the latter night is always a threat and can never be circumvented, Stardew valley is in a weird mid ground where it wants the night to always matter, but the day night cycle can be circumvented at no cost, id argue at a negative cost, it actively rewards you for just sleeping a bunch through 90% of days especially with some of the last goals of perfection, namely 100% friendship, the golden clock and the museum, to go into each in detail i shalt, but i will sum up the problems, getting 100% friendship with everyone can easily be achieved by giving them a loved gift on their birthday, no interaction is needed otherwise, the game has a built in friendship deterioration meter that won't matter because it doesn't take into effect in time for you to sleep till the next year and oh its their birthday again, another gift another going to sleep for a year till i see them and their friendship is maxed, the golden clock is in a similar camp requiring...
TEN MILLION DOLLARS (Dr evil finger)
The problem is 10 million is not a fun number to grind to, and i know i know its a farming sim its meant to be casually gotten as you play the game, the problem is i cannot imagine getting it casually without sleeping through the week until its harvest season harvest the crops put em in a keg sleep another week rinse and repeat till you grind enough for 10 mill, its a un-fun slog and further grinds in my point that the day night cycle only matters in the mid game as in the late game it will be ignored in favour of sleeping, the only time it mattered at all was in my third problem, the museum and grinding geodes in the caves till i passed out attempting to get the last 5 artifacts needed to complete the place, its very fun when your getting lots and its like oh what will i add next to it ooh cracking geodes and mining worms is very fun, but when you get down to needing only a few it becomes less oh ive got to hunt down these last few and more, oh i have to grind to get a 3% chance at best of getting it, it was the last thing i did to achieve perfection in game and was by far the least fun i had with the game, the last 20% ish percent of perfection is a horrible slog through the worse mechanics in the game, you might say oh well its 100% its only meant for dedicated people as a end goal, i would say that its a grind either way and not fun if you have fun with the game for 500 hours and eventually get the golden clock sure, great passive fun, but most games i 100% don't have a slog at the end and are more a finally of doing the hardest tasks not the ones that take the longest with no actual challenge, the days are also far too short but some say oh that's the point you cant do everything in a day, for me it was just frustration but i guess that parts more taste.
Over my week id say i had great fun beating Stardew valley!, meeting all the characters learning all the mechanics slowly getting everything done for the community centre which forces you to engage in all of the game, a neat design i really liked each room a different skill tree!
Over my week id say i had a monotonous time 100% perfecting Stardew valley... sleeping 5 years to gift people rabbit feet and harvest ancient fruit wine and crack artifact troves...
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If I were to create a political party...
For the last 10 years, I have been very interested in politics. I hear a lot of podcasts and debates on them and try to have my own opinion. Although, I am not brave enough to share all of them on social media. I am mostly interested in Indian politics and I just wanted to share if I had a political party what kind of party it would be. I used to write such imaginative essays when I was in school. After so many years, I am going to do it again.
First and foremost, I would come up with the values of the party. They are going to be honesty, transparency, accountability, and humbleness. Personally, all of these values are really very important to me. Let me explain them one by one with examples.
Honesty - This value stems from the fact that I hardly see any political leader publically accepting anything wrong that they have done or appreciating the good in another political party. Most of them believe in complete black and white. I think everyone would agree when I say that it is impossible for any human to make 100% correct decisions all the time. Similarly, it is impossible for anyone to make 100% wrong decisions all the time. Yet, all of them portray as if they have never done anything wrong and the opposite party has never done anything good ever. How we as citizens and voters can accept that fact? It is impossible for anyone to be this good. It clearly states that they are lying and if they are lying about one thing, they can lie about many other things. How do I trust anything they say at all? Moreover, it is very risky to have someone with a lot of power to not see good in anyone at all except themselves.
My party would be completely honest with everyone. We will always accept our mistakes with purest of the hearts but will also make sure that we always have the best interest of our citizens in our hearts. It means that we want to do good for people but will not always get it right and we are ok with it. We will also appreciate other parties for their good work. We don't think politics is a zero-sum game so we don't need to bring others down for us to go ahead. Since we have the nation's best interest in mind, we will always support anything good done by anyone for the betterment of the nation. At the same time, we will ensure if someone is doing something for their own betterment or their selfish motives it is exposed to the citizens.
Transparency - If we come into power, every department will define its objectives. What are they going to achieve in their stipulated time of power. Be it 5 years, be it 1 year. For eg - the objective of the Department of Energy may look like this - Currently, we are getting 2% of our electricity from renewable energy, in the next 5 years we will increase it up to 25%. Second, make 100 new locations for renewable energy generation so that goal 2 helps to achieve goal 1. Like this every minister will make their goals public and after 5 years they will share updates on their goals, how much they were able to achieve, and how much they couldn't.
Accountability - Everyone is accountable for their goals. If they are not able to achieve their goals a written public note should be given on the reasons. There would be some natural calamities, some geo-political situations, and some factors that are out of our control but that should be shared and properly explained. Get continuous feedback from the public about the tasks that we are doing and are going to do in the future.
Humbleness - You should always be humble and be respectful of others. No attitude of any sort would be appreciated just because you are a minister or because you have done some sort of work. In politics usually, people oppose you out of spite. They will oppose your policies just because you are not of the same party as them. You have to take it objectively and see if what they are saying has any kind of merit. Try to be positive and improve yourself in serving the citizens of this country.
You'll realize that most of the things that I have mentioned here are the same as how a startup would run. This is exactly how I think we get the maximum output.
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